#version 450

// vec2 positions[3] = vec2[](
//     vec2(0.0,-0.5),
//     vec2(0.5,0.5),
//     vec2(-0.5,0.5)
// );

// layout(push_constant) uniform Push{
//     vec2 offset;
//     vec3 color;
// }push;

// void main(){
//     gl_Position = vec4(positions[gl_VertexIndex] + push.offset,0.0,1.0);
// }

layout(location = 0) in vec2 inPosition;
layout(location = 1) in vec3 inColor;

layout(location = 0) out vec3 fragColor;

void main() {
    gl_Position = vec4(inPosition, 0.0, 1.0);
    fragColor = inColor;
}